Mercurius
Legend
If D&D was stewarded by an artist-owned-and-directed collectivity which was imbued with love of the game as its primary purpose, and which economics-wise, was devoted to providing a modest livelihood, then nearly all of the WotC-layoffed designers could still be working there.
When I read this, the thought came to me that there are really three major levels:
1. The top-down, corporate model - which is what we see with Hasbro > WotC > D&D, and is pretty much the default model in the world right now.
2. The small company run by folks deeply invested in what they are producing - which is what we see with Paizo and TSR pre-Blume brothers: a game company run by gamers.
3. A profit-sharing collective. I don't know if this exists much in the world yet, but Alvarado St. Bakery comes to mind, which is worker owned (according to Wikipedia, the average long-term worker makes $65-70K a year).
The spectrum is obvious - from top-down, shareholder structure to a collectivity of workers, artists, etc. I would hope that we're moving more towards the latter, but it seems to be a push and pull, and the government is still largely invested in the former.
But that's politics! I think in the realm of RPGs it is very possible to not only take the 2nd approach (it has and is being done) but I don't see why not the third. Presumably it is being done on small scales, but the question for me is, at what point in growth does it get difficult to maintain that approach? Alvarado does it so I don't see why Paizo or a Hasbro-free WotC couldn't.
But therein lies the problem: WotC is not Hasbro free. The story of "small company run by folks who love what they do sold out to big corporation" is an oft-repeated story. We can blame none other than the heroic savior of D&D himself, Peter Adkison - although I'm sure there's a story there (will have to pull Designers & Dragons off the shelf).
I'm reminded of the story of a health food store chain in Portland, OR back in the 90s - Nature's Fresh Northwest. They were thriving, beloved by the community, but were ambitious. They decided to sell themselves to GNC, who promised that they would keep their autonomy but have the benefit of corporate money. Well GNC promptly sold them to a nationwide competitor, Wild Oats, and then many of the long-term Nature's folks quit and formed New Seasons Markets, which is now wildly successful, making Portland one of the only (perhaps only) large city in the US that's health food market isn't dominated by Whole Foods (who bought out their main competition, Wild Oats).
Anyhow, the moral of the story is this: Don't sell yourself to any corporation. It is never worth it. AND, don't give up - start again. In a way, this is what Paizo did.
I can tell you now, as someone who has been involved in what you describe as a "Free culture" does not work. It has multiple inherent problems.
Hasn't worked doesn't mean cannot work. If we look at American history we can see two general trends that seem mutually exclusive but have somehow existed together: The rich get richer and richer, but people become more and more free. It may even be that the former indirectly stimulates the latter through reaction (not intention!). But again, let's not be so jaded and fed up that we don't continue to try to expand the boundaries of what is possible. For that DnDPhilmont should be applauded, encouraged even.
1. Most people ignore "Donate" buttons, while demanding the developers implement/fix their personal want.
Yes, but this can be changed. Most people won't donate, but public radio works, by and large. So too could a "public domain" collective of RPG designers.
2. Kickstarter has demonstrated a limit to the number of people willing to donate, there is risk in donating and many people simply will not do it. Of the people who do participate, most think it is a pre-order, not a donation.
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4. It facilitates scamming. Kickstarter has a lot of problems with this already, someone throws together a bunch of concept art, gets the pledges, and then "it didn't work out". Socialized game development would be even worse, as I said earlier, just rapidly generate a ton of drek with no real effort, take money.
Exhibit A.
The saga of James Maliszewski, better known for his blog Grognardia, is a rather curious case. While on the surface it looks like a case of "taking the money and running" ($48K), I'm not so certain that is it. But it remains an unsolved mystery.
3. Socialized game development disincentivizes developers and artists. If everyone is paid equally, then the most talented are severely undercompensated and the least talented are severely overcompensated while they do the minimum necessary to be paid. A talented developer or artist can make substantially more going into some other industry than they would in a socialized system. It's the current video game industry problem, extremely long hours, comparitively low pay, and the most talented people simply go work in another industry for 50% more money and a normal work week.
I don't buy this, which is rather "20th century thinking" with regards to motivation - as if the main source of creative motivation is money. Most game designers do it first and foremost out of love; most are bright people and could make more money in other industries. But the reason they design games is that they love doing it. It is more along the lines of what Abraham Maslow calls the need for self-actualization - fulfilling one's (creative) potentials as an authentic, deep need that has nothing to do with more basic survival needs.
5. If game developers can't make game development their full time job, then capitalism is working properly. Either their product doesn't have much appeal, appeals only to a very niche market, or is of poor quality. Socializing it won't change anything. If 5 developers cannot make a living developing 5 games alone, they cannot make a living by sharing the revenues of those 5 games either. Which means...
Survival of the fittest, I get it. This is why modern capitalism is essentially Darwinian at heart. I'd like to see us move into the 21st century, however. There are other ways.
6. Your whole plan is definitely socialism. The only way your plan works is if there is 1 developer making a ton of money, and you take that money from him and give it to the other 5 people so they can make a living generating low-appeal products. The moment that 1 developer leaves because you've taken away all of his reward your whole system caves. It only works if that 1 developer is willing to not receive the rewards his efforts generated. There's very, very, very few people who will do this.
I'm reminded of Obama's critics who would throw the word socialism out there like it was akin to bestiality or demon-worship (all this despite the fact that Obama is very much a corporatist!).
Anyhow, not to get political here, or try to convince anyone of the validity of some elements of socialism, but simply to point out that there are possible ways that integrate the best of capitalism and socialism, and that I think companies like Alvarado St. Bakery are doing so.
Also, the main reward for any creative endeavor should be the creation itself. Very few artists (in the broadest sense of the word) are successful when their primary motivation is money - or rather, that's when "art" becomes "entertainment" and loses its vitality.
7. Your plan also sounds like the Cable TV bundle problem. If I want to watch HBO, I have to subsidize 200 channels of stuff I will never watch. Ultimately, for me it becomes more cost effective to just wait for the blurays and not have Cable TV. For others it is more cost effective to just torrent the 1 show they watch instead of paying for the 200 channels they don't watch. People are very resistant to subsidizing products they don't want or use.
Right - and the reason this is, is entirely because of the corporatist model that DnDPhilmont is objecting to - because of the hegemonic monopolies of companies like Comcast, Time-Warner, Verizon, Netflix, etc.
I'm not saying his solutions are the right ones, but I do agree with what he's protesting against - and at least he's trying!
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